HL1 zombie models question. Created 11 years ago2012-12-02 15:56:04 UTC by poorboy22 poorboy22

Created 11 years ago2012-12-02 15:56:04 UTC by poorboy22 poorboy22

Posted 11 years ago2012-12-02 15:56:04 UTC Post #311299
Hello everyone. I need some info on this. In HL1 models folder there is one zombie model called zombie.mdl (the main model) followed by models called 'zombie01', 'zombie02' and 'zombie03'. (zombiet as well, if relevent.)
I can't view these in hlmv. (excluding 'zombie.mdl')

As I understand, these are zombie models with different textures. (i think, please correct me if I'm wrong.)

So I need to know:

1.) If i edit the 'zombie.mdl', will it, or how will it affect the rest? (01, 02 and 03.)

2.) Is it possible to have 'zombie01.mdl' (or 02 or 03) replaced by a totally different zombie model, thus, having four completely different zombies? (not just different textures?)

3.) In Hammer, how do you specify what zombie is placed if using monster_zombie? (what zombie model)

Help's greatly appreciated*

-poorboy22
Posted 11 years ago2012-12-02 16:10:13 UTC Post #311300
When decompiling the models using Milkshape zombie01.mdl gives me a set of sequences and a reference, but I cannot tell you what the textures are, because their names are worse than chinese and Milkshape can't decompile them.
zombie02.mdl gives me nothing, zombie03.mdl couldn't be decompiled, zombiet.mdl only gives me an empty .qc file. This leads me to believe that they are just submodels.
Posted 11 years ago2012-12-02 16:21:38 UTC Post #311301
Yeah, those are little bits and animations scattered across multiple files. They're all part of the same model.

It's an archaic format that nobody ever uses; the same goes for splitting the textures into "modelt.mdl".

All the parts are specific to that model. Changing zombie01.mdl will just cause zombie.mdl to be unrenderable, but if you replace the original zombie.mdl, none of the other files will even be used.
Posted 11 years ago2012-12-03 00:55:12 UTC Post #311313
I believe it is submodel files,
if you look scientist model there is 7 files; 4 head model 2 needle submodel (normal and needle) and 1 main model

I think there is some use for that but its mystery for me
maybe they are connected with dll/VHE each other so we can select heads hmm..

its possible to recompile and add them in one file as far as I can remember
Posted 11 years ago2012-12-03 01:09:25 UTC Post #311314
Nope, Soup Miner is correct. The additional files are animation groups except zombiet.mdl which is the textures. Sub models like heads and weapons are contained in the primary file, zombie.mdl.

If you want to use different zombies models or skins in your mod the you will need custom models and some coding (unless you're using Spirit)
monster_urby monster_urbyGoldsourcerer
Posted 11 years ago2012-12-03 07:28:23 UTC Post #311319
Thanks for the info everyone.
I kind of figured I'd end up having to do coding :/ with which I have no experience whatsoever, unfortunately.

Although, I imagine, If I wanted a total of, lets say, 10 different zombies, just skins, with the same attributes healthwise and such, would it not just be a case of copying, pasting and renaming?
Posted 11 years ago2012-12-03 12:27:32 UTC Post #311321
Nope, Soup Miner is correct. The additional files are animation groups
yeah yeah checked now.. I see " $sequencegroup seqgroupX "
but why they did it like that? interesting..

poorboy22, I think you can checkout modeller's around here or you can try learn modelling a little bit. I'm not expert modeller but atleast I can make things with milkshape, this will make your zombies detailed more than skins, just a suggestion..
Posted 11 years ago2012-12-03 12:50:34 UTC Post #311322
Although, I imagine, If I wanted a total of, lets say, 10 different zombies, just skins, with the same attributes healthwise and such, would it not just be a case of copying, pasting and renaming?
To have 10 different skins for the zombie model you would need to decompile the model, create 10 sets of new textures, edit the models .qc file (the code that strings everything together when compiled) to include all the new textures in skingroups, and then recompile the model.

The thing is, you still need a way to select those skins in Hammer for them to work in the game and that is where you need coding. However, the Spirit of Half-Life engine allows you to choose skins or even models for each npc in the game so I would recommend using that if you can.
monster_urby monster_urbyGoldsourcerer
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